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    Maelstrom New Horizons


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Screenshots thread

Very interesting! :onya

Presumably whatever controls where you walk around Tortuga won't let you walk into one of those buildings, though you could probably set a locator near the door to teleport you to another locator inside the building. What I'm now wondering is, if there is a texture for the inside of the building, perhaps it could be rearranged onto a custom version of some other interior texture, which would then be used for a standard indoor location with a texture looking like the inside of the Tortuga building. That way, Tortuga's store, tailor's shop or shipyard could be made to look like the inside of an actual Tortuga building.

I'll be interested to see what you've done with the dovecote on top of the lighthouse because I'm reminded of an old adventure game called "Lighthouse". In that, there's a sort of fantasy lighthouse owned by an inventor, with a birdhouse on top, accessed by a ladder, where you'd find some mechanical birds. So I'm wondering if you've put a ladder somewhere in the area of "Tortuga inside2.jpg" which leads to the dovecote and some sort of bird-related puzzle...
 
Very interesting! :onya

Presumably whatever controls where you walk around Tortuga won't let you walk into one of those buildings, though you could probably set a locator near the door to teleport you to another locator inside the building. What I'm now wondering is, if there is a texture for the inside of the building, perhaps it could be rearranged onto a custom version of some other interior texture, which would then be used for a standard indoor location with a texture looking like the inside of the Tortuga building. That way, Tortuga's store, tailor's shop or shipyard could be made to look like the inside of an actual Tortuga building.

And maybe make the windows transparent.;)
 
set a locator near the door to teleport you to another locator inside the building
Yes that's how it's done. But only in WR.

Not all buildings look good even if they have some inside textures. I have used five.

Tortuga's store, tailor's shop or shipyard could be made to look like the inside of an actual Tortuga building.
But I think they do as I have retextured the Tailor's, the Shipyard, the Store, The Tavern, the Tavern room, the Loanshark, The Prison
and the Stonehouse.
Tortuga shipyard.jpg Tortuga tailor.jpg

It's a long way to the top.
Tortuga_tower.jpg
 
Weekly spoiler then: WR2 is not a Blackbeard quest but it has a lot of Blackbeard touch.

Hornigold, Teach1, Richards, Israel Hands, Caesar:
Blackbeard 1.jpg

Teach2, major Stede Bonnet, his officers Herriot and Pell:
Blackbeard 2.jpg

Teach3, Hands (after being shot in the leg), governor Charles Eden and his staff:
Blackbeard 3.jpg

It's mostly switched heads. Teach's beard is an additional head with black hair turned backwards.
One secret is hidden here, if you see it please don't tell anyone. ;)
 
Teach3, Hands (after being shot in the leg), governor Charles Eden and his staff:
I especially like that third set of fine gents!

Teach's beard is an additional head with black hair turned backwards.
Your creativity never ceases to amaze me. :woot

You may want to check that Teach's beard, or rather the head which produces it, doesn't cause any side effects.
There are plenty of features in the mod that have odd since effects.
Kind-of the name of the game, I think.
Though of course it's nice to avoid the ones that can be avoided. :doff
 
Yes I remember Anamaria. Teach's beard is not bumping up and down though.
If at any moment the face of that beard-head would become visible I could always make it invisible.

When I made the Howard Pyle base model it was a gap between the shoulders and the head.
Another added (bald, upside down) head works fine a his neck.
Pyle_neck1.jpg Pyle_neck2.jpg
 
Ok here we go again. When I imported and exchanged Turks there was a nice surprise included. They had made some of the
roofs accessable. A functional walk_patch for quest use I guess.
Turks1.jpg
The "tour" is long and interesting...
Turks2.jpg
leading to swimming into a secret cave.
Turks3.jpg
From here some JRH action, like pumping the water out,
Turks4.jpg
and further through a most unpleasant sewer,
Turks5.jpg
and finally to a shore of shipwrecks,
Turks6.jpg
where it's time to wash up your trousers.
Then it's best not to spoil more.
 
When I imported and exchanged Turks there was a nice surprise included. They had made some of the
roofs accessable.
Did you use the Tortuga model from TEHO?
In one quest you walk on the roof tops in order to escape from your pursuers.

Nice, can't wait to see the final product when I play the first part, and when this releases the second. :thumbs1:cheers
 
Strange, I got this town in my TEHO as Tortuga:
TEHO Tortuga.jpg
No change of textures that I know about. Could be that some files are a little different as there already were a lot of AOP/COAS towns in NH.

Anyway this one now used as Turks is one of the best from TEHO & co. Many of the others are very little variation on flat ground with the same old buildings.
 
Strange, I got this town in my TEHO as Tortuga:
That is a actually the town of St. Pierre in Martinique, strange indeed.

Wait, it came to me, in COAS Tortuga also uses this model, maybe that's why it's weird?

No change of textures that I know about. Could be that some files are a little different as there already were a lot of AOP/COAS towns in NH.
Yep, it may using those files, probably a HEX-edit will do the trick.

If you see the old Turks model you will notice bullet holes and ashes on the buildings.

If you get the new model that you can walk on some roofs and make it use the other textures the town will look as before, or you could leave it as it is if you prefer it like it is on the screenshots.

Anyway this one now used as Turks is one of the best from TEHO & co. Many of the others are very little variation on flat ground with the same old buildings.
Correct, this is the best city in TEHO and the others are already in PotC I believe, since they are the same as in COAS, except if I don't remember right and there are more towns in TEHO that are not the same as in COAS.
 
All of this is a great
spoiler
.

The idea for the alchemy part was
1 to find an 'authentic' alchemy recipe and convert the steps to operations possible to perform in POTC
2 to use more work stations than in part 1 (distillery + mixing table)

So first I had to expand the laboratory. (the building to the right)
1 exterior.jpg

Inside I imported the "TwoFloorHouse" and retextured it (alchemy pictures etc)
and added a new fireplace with a crucible. The crucible can be tilted 90 degrees to empty it.
2 crucible.jpg

Also a filtration station.
3 filtration.jpg

The recipe(s) I found (at least 2) were merged and translated to modern chemical formulas,
then checked and completed using an internet site for balancing chemical equations.
Translated back to historical alchemical symbols. (some I had to invent)

And finally used the multi-picture-item method for the book so you can dip into it back/forward.
4 recipe.jpg

The problem is that the book is damaged by fire...
Next work station is the grinding place. Alchemy symbols explained by wall charts.
5 grinding.jpg

Many new ingredients like mercury, sulphur etc etc. You also have a tank with H2SO4 and a pile of firewood as resources.
There are dangers included in the experiments though. So be better be careful.
6 dangerous.jpg

Try this at home! :yes
 
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